Use specularmap as glossiness map.

This commit is contained in:
vlj 2014-04-06 22:19:10 +02:00 committed by Vincent Lejeune
parent cafc07680a
commit 79c6424703
10 changed files with 34 additions and 16 deletions

View File

@ -1,6 +1,9 @@
uniform sampler2D tex;
#if __VERSION__ >= 130
in vec3 nor;
out vec2 EncodedNormal;
in vec2 uv;
out vec3 EncodedNormal;
#else
varying vec3 nor;
#define EncodedNormal gl_FragColor.xy
@ -10,5 +13,7 @@ vec2 EncodeNormal(vec3 n);
void main(void)
{
EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
vec4 col = texture(tex, uv);
EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.z = exp2(10. * (1. - col.a) + 1.);
}

View File

@ -13,6 +13,6 @@ vec3 getLightFactor(float specMapValue);
void main(void)
{
vec4 color = texture(Albedo, uv);
vec3 LightFactor = getLightFactor(1. - color.a);
vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(color.xyz * LightFactor, 1.);
}

View File

@ -3,7 +3,7 @@ uniform sampler2D tex;
#if __VERSION__ >= 130
in vec3 nor;
in vec2 uv;
out vec2 EncodedNormal;
out vec3 EncodedNormal;
#else
varying vec3 nor;
varying vec2 uv;
@ -16,6 +16,7 @@ void main() {
vec4 col = texture(tex, uv);
if (col.a < 0.5)
discard;
EncodedNormal = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.z = 1.;
}

View File

@ -19,7 +19,7 @@ void main()
vec2 texc = gl_FragCoord.xy / screen;
float z = texture(dtex, texc).x;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, texc).xy - 1.));
//float roughness = texture(ntex, texc).z;
float roughness = texture(ntex, texc).z;
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
xpos = invproj * xpos;
@ -41,7 +41,8 @@ void main()
float NdotL = max(0., dot(norm, L));
float NdotH = max(0., dot(norm, H));
float normalisationFactor = (roughness + 2.) / 8.;
Diffuse = vec4(NdotL * light_col * att, 1.);
Specular = vec4(pow(NdotH, spec) * light_col * NdotL * spec_att, 1.);
Specular = vec4(pow(NdotH, roughness) * light_col * NdotL * spec_att * normalisationFactor, 1.);
}

View File

@ -36,6 +36,7 @@ void main() {
}
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
float roughness = texture(ntex, uv).z;
vec3 eyedir = -normalize(xpos.xyz);
// Normalized on the cpu
@ -46,7 +47,8 @@ void main() {
float NdotL = max(0., dot(norm, L));
float NdotH = max(0., dot(norm, H));
float Specular = pow(NdotH, 200) * NdotL;
float normalisationFactor = (roughness + 2.) / 8.;
float Specular = pow(NdotH, roughness) * NdotL * normalisationFactor;
vec3 outcol = NdotL * col;

View File

@ -64,6 +64,7 @@ void main() {
xpos.xyz /= xpos.w;
vec3 norm = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.));
float roughness =texture(ntex, uv).z;
vec3 eyedir = -normalize(xpos.xyz);
// Normalized on the cpu
@ -74,7 +75,9 @@ void main() {
float NdotL = max(0., dot(norm, L));
float NdotH = max(0., dot(norm, H));
float Specular = pow(NdotH, 200) * NdotL;
float normalisationFactor = (roughness + 2.) / 8.;
float Specular = pow(NdotH, roughness) * NdotL * normalisationFactor;
vec3 outcol = NdotL * col;

View File

@ -84,7 +84,7 @@ RTT::RTT()
RenderTargetTextures[RTT_TMP2] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_TMP3] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_TMP4] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RG16F, GL_RG, GL_FLOAT);
RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGB16F, GL_RGB, GL_FLOAT);
RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_RGBA8, GL_BGRA, GL_UNSIGNED_BYTE);
RenderTargetTextures[RTT_LOG_LUMINANCE] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);

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@ -395,8 +395,10 @@ namespace MeshShader
GLuint ObjectPass1Shader::Program;
GLuint ObjectPass1Shader::attrib_position;
GLuint ObjectPass1Shader::attrib_normal;
GLuint ObjectPass1Shader::attrib_texcoord;
GLuint ObjectPass1Shader::uniform_MVP;
GLuint ObjectPass1Shader::uniform_TIMV;
GLuint ObjectPass1Shader::uniform_tex;
void ObjectPass1Shader::init()
{
@ -406,14 +408,17 @@ namespace MeshShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
attrib_position = glGetAttribLocation(Program, "Position");
attrib_normal = glGetAttribLocation(Program, "Normal");
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
uniform_tex = glGetUniformLocation(Program, "tex");
}
void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex)
{
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniformMatrix4fv(uniform_TIMV, 1, GL_FALSE, TransposeInverseModelView.pointer());
glUniform1i(uniform_tex, TU_tex);
}
GLuint ObjectRefPass1Shader::Program;

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@ -37,11 +37,11 @@ class ObjectPass1Shader
{
public:
static GLuint Program;
static GLuint attrib_position, attrib_normal;
static GLuint uniform_MVP, uniform_TIMV;
static GLuint attrib_position, attrib_texcoord, attrib_normal;
static GLuint uniform_MVP, uniform_TIMV, uniform_tex;
static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView);
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView, unsigned TU_tex);
};
class ObjectRefPass1Shader

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@ -225,7 +225,8 @@ void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjecti
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView);
setTexture(0, mesh.textures[0], GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::ObjectPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, 0);
assert(mesh.vao_first_pass);
glBindVertexArray(mesh.vao_first_pass);
@ -743,7 +744,7 @@ void initvaostate(GLMesh &mesh, GeometricMaterial GeoMat, ShadedMaterial ShadedM
{
case FPSM_DEFAULT:
mesh.vao_first_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer,
MeshShader::ObjectPass1Shader::attrib_position, -1, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
MeshShader::ObjectPass1Shader::attrib_position, MeshShader::ObjectPass1Shader::attrib_texcoord, -1, MeshShader::ObjectPass1Shader::attrib_normal, -1, -1, -1, mesh.Stride);
mesh.vao_shadow_pass = createVAO(mesh.vertex_buffer, mesh.index_buffer, MeshShader::ShadowShader::attrib_position, -1, -1, -1, -1, -1, -1, mesh.Stride);
break;
case FPSM_ALPHA_REF_TEXTURE: